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Old 14-10-2005, 08:19 PM   #221
OlSheep
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Originally posted by Doubler@Oct 14 2005, 03:22 PM
I vote that we work up towards taking and defending some more dangerous and coveted areas. Start out from here, then see if we can expand. Move if necessary
I don't really like the idea of PK'ing myself.

And I'll take just about anyone as leader :P
Well, I dunno... I suppose there could be a few interesting alternatives to killing other humans. Yagoton isn't far from Shearbank (the link leads to the wiki). AFAIK, this suburb is quite the disputed area. Maybe we could launch "Operation secure Shearbank's Stickling Mall [53, 23] for fellow human players"? That could be a good challenge and it could require a lot of strategy. A mall is a 2x2 area which means that we'll need our members to have both construction and free running. Then again, no excitement can be guaranteed, the wiki hasn't been updated for some time so there's no way to tell what we'll find once we get there. I guess that's part of the fun.

Of course, the big idea here is that the guys from DARIS could still be in the area. This means that, in order to secure the mall, we'll have to kill other human players. The good thing here is that these guys are all PKers. Therefore, we would not be PKilling, we'd be bounty hunting (in other words, we'd be the good guys). Should the area still be heavily disputed, our arrival (and, eventually, our success in securing the mall) could very well give us a comfy place in UD's community.

This could get very messy. If things go wrong, we'll need someone with the ability to revive us. a1s hasn't posted here since Oct 6th. I'm not sure where that leaves us. In fact, I think he controls our group's only scientist. This means that there'll be some work to do, no point in moving around if we can't get a revive should the need arise. Should this plan be accepted, free running will become an essential skill. As we move together throughout Malton (we could reach the mall in one day but we'd end up with no APs to defend the place, we'll have to spend the night somewhere nearby to strike as swiftly as possible), we will probably rest in heavily barricaded places (large groups could attract zeds). And holding a mall with inferior barricades doesn't sound like a good idea to me.

Even if DARIS has left the suburb, defending a 4x4 area from zeds is still more interesting than defending our warehouse from graffiti .

This sounds fun to me, this could be a nice little adventure ...

[edit]: Aristharus is a scientist too !
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Old 14-10-2005, 08:25 PM   #222
OlSheep
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Originally posted by R Havell@Oct 14 2005, 04:04 PM
What do I do?* I'm lying dead in a building and I have the required 10AP to stand up as a zombie.* I don't know if it's easier to stay here and wait to be healed by another player or get up and go somewhere to get healed.* Any help?

EDIT: My Profile: http://www.urbandead.com/profile.cgi?id=191339

EDIT2: If it's any help, I'm in the Skarin Way Fire Station [63, 11] in Raines Hills.
My guess would be that it would be better to stand up and travel towards our HQ. At least, once you get a revive, you'll already be where you want to be...

[edit]: Someone as spray painted "Reviv clinic at St Swithun's [45,17]" inside both our HQ and our armory. I guess it could be an easy way to get a revive...
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Old 14-10-2005, 09:35 PM   #223
Eagle of Fire
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I've got 19XP to 100XP. I've got no human skills. Just zombie skills. Should I get free running? Or should I get something else?

And where do you find an actual gun? I've got about five clips and two shotgun shekks, but nothing to fire them in.
Don't sue me on this, but I think that you carry on the XP's from Zombie to Human when you get revived. So if you think that it's harder to get XP in Human form, get killed and get 100XP as a Zombie then get back to the HQ to be revivified. This is my suggestion on this.

For the skills, take a weapon skill first or else you'll have a very hard time leveling. Since I got my pistol skill at 55% I'm getting lot of XP's...

Quote:
a1s hasn't posted here since Oct 6th. I'm not sure where that leaves us. In fact, I think he controls our group's only scientist. This means that there'll be some work to do, no point in moving around if we can't get a revive should the need arise.
I considered this and, if you see no objections, I'll take the scientist skill next so I can revive if necessary. I have no idea how this works tough, so some help on this part would be interesting.

Quote:
What do I do? I'm lying dead in a building and I have the required 10AP to stand up as a zombie. I don't know if it's easier to stay here and wait to be healed by another player or get up and go somewhere to get healed. Any help?
Stay down until you get your full 50AP. If you stand up with only 10 AP then you have no way to do something else and you'll more than likely get killed again very fast, so it's worthless. If you want to go the Zombie way, then get Lurching Gait and Ankle Grab ASAP.
Quote:
#* Lurching Gait: Zombie can walk as fast as the living.

* * * Ankle Grab: Zombie only spends 1AP standing up.
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Old 14-10-2005, 09:47 PM   #224
OlSheep
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Originally posted by Eagle of Fire@Oct 14 2005, 05:35 PM
I considered this and, if you see no objections, I'll take the scientist skill next so I can revive if necessary. I have no idea how this works tough, so some help on this part would be interesting.
I fail to see why anyone would object to your getting that skill, seeing how useful it'll be k: . I'm not sure where exactly the revive skill is in the skills tree. I see that you have NecroTech Employment so there's a chance you may be able to buy it before long.

I'll probably get it too in a few days. Too bad I spent all my APs fixing graffiti and searching our armory for a flak jacket .

To revive someone, you need to search a NectroTech building (you can identify one with the NecroTech Employment skill) to find a NecroTech Revivification Syringe Mark 2. You can then use these on a corpse to revive the player who'll be a human the next time he stands up.

[edit]: Just checked the wiki. After NecroTech Employment, you can get "Lab Experience - Can recognise and operate basic-level NecroTech equipment". My guess is that this is the skill needed to use the syringes.
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Old 14-10-2005, 10:31 PM   #225
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about human kills human at ud:
this nothing foreign to the zombie genre.. ever watched "28 days Later" or "Dawn of the Dead (Original)" ?!? it's a normal act.. and remembers me to the quote: (something like that): war turns human to beasts... so it's all about survive...
but that doesn't mean that automaticly all humans are on our side....

Quote:
Originally posted by Eagle of Fire @ Oct 14 2005+ 11:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (Eagle of Fire @ Oct 14 2005 @ 11:35 PM)</td></tr><tr><td id='QUOTE'>QUOTE
a1s hasn't posted here since Oct 6th. I'm not sure where that leaves us. In fact, I think he controls our group's only scientist. This means that there'll be some work to do, no point in moving around if we can't get a revive should the need arise. /QUOTE

I considered this and, if you see no objections, I'll take the scientist skill next so I can revive if necessary. I have no idea how this works tough, so some help on this part would be interesting.[/b]


here some advice.. u need 2 necrotech skills to revive a zombie to a human back..
first:
Quote:
NecroTech Employment (Player is able to operate DNA Extractors, and can identify NecroTech offices from the street.)
second skill:
Quote:
Lab Experience (Can recognise and operate basic-level NecroTech equipment.)
so u must agree to spend 200 xp to really revive a zombie to a human... or else u gonna waste your XP...

<!--QuoteBegin-OlSheep @ Oct 14 2005
@ 10:19 PM
Well, I dunno... I suppose there could be a few interesting alternatives to killing other humans. Yagoton isn't far from Shearbank (the link leads to the wiki). AFAIK, this suburb is quite the disputed area. Maybe we could launch "Operation secure Shearbank's Stickling Mall [53, 23] for fellow human players"? That could be a good challenge and it could require a lot of strategy. A mall is a 2x2 area which means that we'll need our members to have both construction and free running. Then again, no excitement can be guaranteed, the wiki hasn't been updated for some time so there's no way to tell what we'll find once we get there. I guess that's part of the fun.[/quote]

nice idear.. but i still think we should wait till all members have at least level 2 or 3 to move on shearbank... but i agree with you, that we need something to do as group, some targets where we can use our shared XP's to make some impact..
Shearbank might be a good target.. but i suggest, that we don't come to close to Ridleybank.. i mean look at the Sub Urb Map there are 200 or more zed's at ridleybank and stanbury village.. my zed char is one of them and so far what i saw is, that they maked a zombie zone out of ridleybank and stanbury village.. ok some might think that this is a good chance for us to explode each one's XP.. but it also a good chance to die between minutes.. so my opinion is we should stick Shearbank as our new target zone, but till we all move to Shearbank we should wait for the other group members to level up...

and btw.. sorry for my insulting english.. i'm a bit drunken... atm :bleh: :Brain:
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Old 14-10-2005, 11:39 PM   #226
OlSheep
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Great, that's 3 of us getting ready for our little trip to Shearbank .

Should the place happen to be devoid of any threat, securing a small area in Ridleybank (St Jude's Hospital [53, 40] seems nice) could be fun too (sorry if I turn a deaf hear to your advice, Oberon ). Look at the tracker, Ridleybank is heavily updated and, obviously, all red . Of course, there's no way we could secure the whole suburb, there aren't enough of us. But still, it sounds like a good backup plan.

If DARIS is still holding Shearbank, securing the mall is probably gonna be a much more interesting challenge for us though. And it's gonna be much more useful too!

Since the idea of going to Shearbank is generating a bit of interest, I'd like to decide when we'll leave. Unless we decide of a fixed date, we're never gonna move, we'll just keep waiting for our members to level up. I guess that's not a bad thing in itself but, sooner or later, this could kill the group.

I'd like to suggest that we first start moving on October 21st. That leaves us a week to get ready. Once we're agreed on a date, I'll try to plan an itinerary so that we'll all be able to rest near the mall before we try to go and secure it.

I think our best bet would be to go in and heavily barricade the four areas of the mall. Therefore, those who want to join and fight with us will need construction and free running (I know I've been repeating this a lot but, hey, better safe than sorry). Actually, I guess construction is kind of optional but not free running .

Quote:
Starting approximately September 21, DARIS was driven out of Shearbank by a massive zombie incursion, coinciding with ongoing human attacks by rival groups such as the SLA, though the importance of the human involvement is debatable. DARIS is generally considered to have dissolved after this event took place.
Chances are that the mall is already safely barricaded and filled with humans. It's gonna be hard to know whether or not they are PKillers. I guess we'll need to get in there, wait and see. If the mall is just another safehouse, like our warehouse, we'll rest there and move on to Ridleybank (so things will be interesting, no matter what).

It would also be nice if a few of us could get spray cans. We'll need to spray our group's name all over the the place .
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Old 14-10-2005, 11:58 PM   #227
Shunk Eat Enemy
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ridleys bank it has to have at least 400 zombies your insane LOL well i guess you want fun and thats a good place to start LOL
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Old 15-10-2005, 02:53 AM   #228
Bobbin Threadbare
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Quote:
Originally posted by Eagle of Fire@Oct 15 2005, 07:35 AM
For the skills, take a weapon skill first or else you'll have a very hard time leveling. Since I got my pistol skill at 55% I'm getting lot of XP's...
Since I've got a fire axe I'll get the axe skills. Then I'll be on 25%. I really want a gun.

I think OlSheep should be the captain.
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Old 15-10-2005, 05:37 AM   #229
Shunk Eat Enemy
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i have 3 pistols a flare gun and a shotgun :w00t:
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Old 15-10-2005, 05:45 AM   #230
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Alright, so I'll take the skill to revive, then free running and then baricade building. Once this is done I'll probably get diagnosis since I really have too much medkits on me for nothing and then I'll add 10% to my 55% pistol. Or add 25% to my shotgun skill...
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